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Is 'Good vs Evil' fantasy better for long-term campaigns than more 'amoral' Swords & Sorcery?
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<blockquote data-quote="Aenghus" data-source="post: 6174112" data-attributes="member: 2656"><p>Almost by definition, sword and sorcery protagonists are footloose adventures who deliberately avoid forming any but the loosest ties with others. They may be rich at the end of one adventure but conveniently lose it all before the start of the next adventure. This makes them great for unconnected episodic adventures, but not so good for long term plots, which generally involve strengthening ties to elements of the settting and NPCs within that setting. </p><p></p><p>I find that sword and sorcery themed parties tend not to resurrect fallen members, either bringing in new PCs or just breaking up and starting a new campaign.</p><p></p><p>I find that long-running campaigns need a strong unifying theme to motivate the players and drive continuity in the face of probable PC casualties. "Good" versus "evil" is simplest and most conventional of these themes, and provides the least barriers to introducing new PCs to an existing group - amoral groups tend to have lots of difficulty introducing new PCs given the extreme level of mistrust and paranoia that often exists in these groups. </p><p></p><p>"Good" groups are more likely to peacefully resolve their internal differences than amoral groups, who have an alarming tendency to implode over creative differences when stressed in my experience. </p><p></p><p>Other unifying themes that may work include all the PCs being associated with a particular larger group, such as a noble or merchant house, a mercenary company, a political faction, a country. To be effective these may require more work for the players, and players are never guaranteed to put in that work IMO.</p><p></p><p>Motivating "good" groups is somewhat easier than "amoral" groups and as mentioned in an early post, amoral groups may tend to retire on becoming wealthy.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6174112, member: 2656"] Almost by definition, sword and sorcery protagonists are footloose adventures who deliberately avoid forming any but the loosest ties with others. They may be rich at the end of one adventure but conveniently lose it all before the start of the next adventure. This makes them great for unconnected episodic adventures, but not so good for long term plots, which generally involve strengthening ties to elements of the settting and NPCs within that setting. I find that sword and sorcery themed parties tend not to resurrect fallen members, either bringing in new PCs or just breaking up and starting a new campaign. I find that long-running campaigns need a strong unifying theme to motivate the players and drive continuity in the face of probable PC casualties. "Good" versus "evil" is simplest and most conventional of these themes, and provides the least barriers to introducing new PCs to an existing group - amoral groups tend to have lots of difficulty introducing new PCs given the extreme level of mistrust and paranoia that often exists in these groups. "Good" groups are more likely to peacefully resolve their internal differences than amoral groups, who have an alarming tendency to implode over creative differences when stressed in my experience. Other unifying themes that may work include all the PCs being associated with a particular larger group, such as a noble or merchant house, a mercenary company, a political faction, a country. To be effective these may require more work for the players, and players are never guaranteed to put in that work IMO. Motivating "good" groups is somewhat easier than "amoral" groups and as mentioned in an early post, amoral groups may tend to retire on becoming wealthy. [/QUOTE]
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Community
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Is 'Good vs Evil' fantasy better for long-term campaigns than more 'amoral' Swords & Sorcery?
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